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Et je vous laisse

"Et je vous laisse" is about family issues that come when elders die without having everything settled.
Players have to make people talk to each other before the grand father dies, in order for him to have his last 10 seconds of life with all his family around.

I did everything alone in 11 hours except for the music, by Clement Duquesne.

i really enjoy this entry. I just don't know how to feel about the lack of the restart button. I wish i can replay the last part... but without it, it makes you think about life and those who you love. So i guess it's a good thing. 5/5

Please polish this game post-competition to improve on the general interaction design, distinguishing between characters at a glance (but keep the graphics simple!) and allow people to skip the intro on a re-try. But absolutely keep the abstract nature of it. I enjoyed building up my own little story about the characters; to me, Charlotte and Catherine are sisters with their own families, but havnt spoken to each other in years. Maurice, I gathered, is a child of one of the families as they had no gripes of their own... and I'm sure everyone has their own interpretation.

Absolutely brilliant, and again, with polish (but no fundamental change to the game) I believe this will be an important part of games culture.

That was a really cool idea for the game. I liked your choice for graphics and for the music.

I think the game is a bit rough in some places:
- It would be nice to have an explicit, even if subtle, timer somewhere: I had no idea how much time I had left.
- Also, it would be nice if the game had a title screen, and if I could re-start the game without having to quit and re-start the program.

Anyway, thanks for the game, and I look forward a post-compo version!

Here is my video review for you (pardon for butchering the French!):
http://youtu.be/Dv_kXWpNlbc

Hi! Many thanks to everyone for your comments and feedbacks, and Caranha for your video (BTW i'm a boy ^^)! Here are one or two answers if one of you comes back here :)

I wanted the timer not to be explicit to intensify the feeling of wasting time, getting more in the "guts" of the player instead of proposing a cold planification of interactions between people. The light decreases to push that, the music increases in tension, and I'm ok with people losing the game the first time, but everything about success and failure should probably have been a little bit more explicit.

Having abstract interactions (X talks to Y) instead of explicit ones (X has to talk to Y about what Z said during her birthday) was specifically done to let people project their own back-stories - but also, I must say, in addition to a technical and writing ease.

Adding a "restart" button, plus the possibility to accelerate/skip the intro would have been good too, and the layout is a little bit messed up with the web version. But i guess being unpolished is a signature of such a 1-day project :) I will probably re-work it a little bit after the judging, and add a French version.

Anyway, thanks a lot for playing it!

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